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Messages - Mazoliin

#181
Holy tomatoes!!!  :o
Those backgrounds really have a great feeling. Just fits perfect foor your game idea, a detectiv story.
Even better if you do like KhrisMUC and make them fit the caracter.
Also, adding own things to it may bee a good idea.
#182
Ooooh! This is amazing! Every thing is amazing! The music is excellent , the backgrounds superb,  the sprites (I really do like the  cartoonish, but the other style will probably look good too) makes me speechless!
Hope it contains a lot of great animations!

Keep up the steam! This is something I just can't wait to play!
#183
Hopfully a Full length game, otherwise a long medium length game. ;D

I'm soon finished with the first of the seven locations. So if all goes as planned, I will probably update the first post in a couple of days.
#184
First, I made the game at 640x400 but then I found out that you can only place thing's at even pixel's. Then when I started to redo it, I was to lazy to change some graphic.
But if you really think it will be better with all in the same resolution, I can quite easy make it so.
#185
Thank's for all the positiv feedback, good to know that you guys like it.

Quote from: cobra79Looks really good and maybe 320x200 would look even better. Hope you finish it.

The game actually is made in 320x200, but MUST be played in 640x400 because some sprites is imported to the higher resolution. Just to get some more details...
#186
Do you like redheads?
Do you love puzzles with illogical solutions?
Do you crave for randomly exploding heads?

Then "CONAN O'BRIEN'S ADVENTURES - VIGODA'S REVENGE" is the game for you!
Sick of being underpaid, Abe Vigoda decides to kidnap the entire "The Max Weinberg 7" in hope of a huge ransom paid by Conan O'Brien. But nothing comes for free in this world...

Stop Vigoda's horrific plans and rescue the members of "The Max Weinberg 7" before it's too late!


Crosstown Traffic


Thrilling dialogue options



Conan O'Brien's Adventures - Vigoda's Revenge
*Game resolution - 640x400 320x200
*Seven locations around the world with original background art
*Colour depth - 32-bit
*Original MIDI music
*Charachters based on "Indiana Jones and the Last Crusade" and "The Secret of Monkey Island"

   

Progress:
*Story - 75 %
*Backgrounds - 20 %
*Animations - 20 %
*Charachter graphics - 40 %
*Puzzles - 20 %
*Scripting - 30 %
*Music/Sound - 20 %

05/10/07 - It isn't dead yet... only struggling to breath.
There haven't been much done in a while, mainly because it's a lot of planning right now and that's something I'm not very good at. I have also had a lot of other thing to do that kept me from working on this game.
Hopfully I can start to do some real scripting soon, and make a bit more progress...

...breathe goddammit, breathe!!

Update 22/08/07
After some thinking, I decided to make the game 320x200. No big deal, only a few sprites redone.
Other then that... not to much. The progress isn't to big, but hey, it's being done.
Out and over from the monkey camp!

Update 22/06/07
Hey! With 1/7 of the game finally finished, I feel like celebrating. So here I give you:
Lat Night whit Conan O'Brien theme
Jukebox music
If every location will be like this, the final game might be around 70 rooms! :o
#188
I'v made a midi track for this contest, but I don't have a place to upload it!  :'(
#189
To bad I can't get it to work! >:(
But as it is now, I think my game looks good.
#190
Should be more careful whit what I write.
Can you decide where a text window GUI will appear when it's a dialog GUI?
I think I read that you can't deside where it will appear if it's a dialog GUI.
I tried whit the "GUI.SetPosition(int x, int y) in repeatedly_execute but it don't seem to have any effect.
#191
Now everything works fine...

Just one last thing. Can you decide where a text window GUI will appear or is it true that it can't be done?
#192
Mode? uuuuh...
It's on Popup modal and a it's not a text window...
Did you get the right answer?
#193
1) FIXT ;D
I had already figured out Character.SpeechColor but didn't know where to put it.
But I it's done now, I just used two dialog_requst script. One for normal speech color and one for the other.
Never the less, tanks for your help.

2) The GUI is on "GUI unchanged". But I have managed to get the main GUI to disappear and have the GUI I use as dialog GUI turn up (using dialog_request). The only problem is that the game now get caught in loop or something.
Code: ags
#sectionstart character3_a  // DO NOT EDIT OR REMOVE THIS LINE
function character3_a() {
  // script for Character 3 (tavern owner): LEC character
if (GetGlobalInt(10)==8){
  ...
}
else if (GetGlobalInt(10)==5){  // Talk to command
  player.Walk(220, 83, eBlock, eWalkableAreas);
  player.FaceLocation(player.x, 5, eBlock);
  Wait(5);
  gStatusline.Visible = false;
  gGui6.Visible = true;
  RunDialog(0);
}
else {
  unhandled_event(3, 6);
}
}
#sectionend character3_a  // DO NOT EDIT OR REMOVE THIS LINE#sectionstart dialog_request  // DO NOT EDIT OR REMOVE THIS LINE
function dialog_request(int script) {
  if (script==1){
    ...
  }
  else if (script==2){
    cEgo.SpeechColor = 45376;
  }
  else if (script==3){
    cEgo.SpeechColor = 48461;
  }
  else if (script==4){
    gGui6.Visible = false;
    gStatusline.Visible = true;
  }
}
#sectionend dialog_request  // DO NOT EDIT OR REMOVE THIS LINE


The dialog script
Code: ags

// dialog script file
@S  // dialog startup entry point
...
@1  // option 1
...
@2  // option 2
...
@3  // option 3
...
@4  // option 4
...
@5  // option 5
run-script 2
EGO: Oh, nothing.
TAVERNOWNER: Right.
run-script 4
stop

#194
I'v tried to use Monkey_05_06 Scrolling Dialog module, but I seem to have some major problem whit it so I'm working on a back-up plan.
I'm only interested in changeing the color's so I found out that by changeing the player talking color, the color on the options change too.
My questions are:

1) How can I make it so when the dialog options are visible, the speech color are green or something but then when the player talk's it's some other color.
Or is this just a stupid idea?

2) When the characters talk, the dialog GUI disapears. How can I make it be visible during the whole dialog even while they talking?
#195
OK! I'll just keep working whit every thing else and save the dialogs for later. ;)


[EDIT]
----------------------------------------------------------
I think I found a nother solution for my needs.
#196
On "Talk to character" I have...
Code: ags
gGui2.Visible = false;
ScrollingDialog.Start("new topic");


And this is how it look in the ScrollingDialog Script.
Code: ags

static void ScrollingDialog_SetupType::InitializeText() {
  // set up your dialog text here!
  ScrollingDialog.SetOption("new topic", 0, "this is some text");
  ScrollingDialog.SetOption("new topic", 1, "More text");
  }

void ScrollingDialogType::RunInteraction(String topic, int option) {
  if (this.GetSay(topic, option)) player.Say(this.GetText(topic, option));
  // set up your dialog interactions here!
  if (topic == "new topic") {
    if (option == 0){
      cGoog.Say("Eat fish!");
      cEgo.Say("Oh...");
    }
    if (option == 1){
      cGoog.Say("Fish, FISH!");
    }
    }
  }


I hope the demo will be available soon. I really think it would help me a lot.
#197
Fixed it. Must read the manual more carefully. But when I'm going to talk, this happend:
Quote
---------------------------
Adventure Game Studio
---------------------------
An internal error has occured. Please note down the following information.
If the problem persists, contact Chris Jones.
(ACI version 2.72.920)

Error: run_text_script1: error -6 running function 'character1_a':
Error: call stack overflow, recursive call problem?
in ScrollingDialog (line 102)
from ScrollingDialog (line 107)
from ScrollingDialog (line 114)
from ScrollingDialog (line 459)
from ScrollingDialog (line 514)
from ScrollingDialog (line 554)
(and more...)


---------------------------
OK   
---------------------------

Can't wait until I can get the demo and see what I'm doing wrong! >:(
This is just silly! I'm really need a tutorial for this or something...
#198
Exact error:

QuoteA fatal error has been generated by the script using the AbortGame function. Please contact the game author for support.

in ScrollingDialog (line293)
from ScrollingDialog_Setup (line36)

Error: ScrollingDialog error: Dialog GUI not initialized. Check manual for mor info.

Haven't been able to find anything in the manual.
#199
Hi! I'm makeing a game whit a FOA look-a-like dialog gui.
I've tried to use monkey_05_06's ScrollingDialog module to change the color and font, but when I then try to test my game, I get this error saying the gui isn't initialized.

What does that mean?!

I've looked for an answer everywhere I can think of.
Maybe someone else had a similar problem?
I don't know too much about code.
Many excuses for my bad english.
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